Yep they don't work at all. Nor does the bows armor ignore. To be completely fair, I haven't tested shadow strike with melee weapons since I made my sin sovereign archery oriented. So it might be worth to test if with blunt weapons, axes or swords the bonus is applied. If that's the case I expect the bonus is broken in relation to Bows (since bows are broken as well not offering then 50% enemy defense ignore).
Anelyn
Please please make a LP with Tarth and sovereign Assassin. For some reason with them I'm having terrible difficulties keeping up with AI's from all points of view (on ridiculous difficulty of course). Is their race trait bugged? It seems to me that I get way less research than any other faction (mainly talking about early game). I know they are Rebels and get +10% unrest, but so does Krax (despite it doesn't show on his info on sovereign selection screen at new game), yet
Any time I run into a dock I got a ship which I could send to explore (or embark my party on it). Was able to send pioneers to a small island to create an outpost to grab 2 resources. What precisely doesn't work with your boats? (not saying my boats are better than yours! maybe your kingdom / empire has an "Afraid of water" penalty which prevents them from ummm "coughs" use the boats? :D).
What joy is there to be found! :D
Leaders and Kingdom / Empires traits are not displayed properly on the select sovereign / faction screen when you want to start a new game. For example for Krax - Empire of Krax there are not penalties shown to faction / leader. Yet when you start a game you discover they have +10% unrest.
You are not losing the monk robe when you get the armlet. It's added to your current set :) The icons are misleading at times. For any armor upgrade they show on left side the LAST item you upgraded (like monk robe in your case) and the icon of the new item that will be added to the set. Is easier to understand for weapons and group upgrades since there is only 1 item that is upgrading :)
Unlike most peeps I enjoy playing Assassin classes (as Sovereign and even heroes). What I'm waiting for SD to fix is couple abilities from this specialization that literally don't work (like shadow strike armor ignore, and Break armor remove).
Ummm you can do fine with way less mana since your hero will also have equipment on him which will give him resists / dodge / armor etc and the damage your mana shield takes is after mitigation. @Chaosti I did same, except FE which I did not play at all, LH is my first dive into this game (I did play galciv 1&2 from stardock tho). Credit going to MadDjinn for showing me that this game is worth buying and playing (same with Endless Space) in his streams. But I try to not base my op
I don't recall seing MadDjinn using spellcaster and mage units only (or go to units) in his ridiculous LPs. As I said that's most like more of a problem with AI not building proper units when you're focusing only on mages as your main force. If their units had fire and ice resist (or one or the other) what would you do? The game is meant to be played on normal difficulty and this is the main focus of balancing it, ridiculous is just that, a very hard challeng
I never had problems with Mites :) Also Mites have lower ini than darklings, no mounted units, no wolves, no archers, and no shamans. I don't think their strength indicator is the real indicator of what they are capable of. Also I wouldn't want all the low level mobs to be nerfed to become trivial, they should most likely provide a challenge to your starting army / low level heroes. As it is now even fighting a pair of wolves or a single bear cub feels an epic
If you check Pariden units, they have an early-mid game unit called Mage Killer. Is buffed with spell resist and elemental resists :) I believe most of the problems regarding various unit types lies within AI inability to recognize them and adapt his units to counter them rather than lack of counters in a player's Arsenal.
Parrothmath thanks for the fix, but as it is, is still a bugged spell(s) and it needs fixing by the devs team before release :) We are here to provide feedback and report bugs (and I believe this is a bug since is not working as intended). Mods shouldn't fix problems in the game, but rather create different play experiences by improving / modifying existing parameters :)
All weapons have higher base damage than staves. They only get closer when you research end of spell tree and gain access to last tier of staves / axes etc. You get access to higher damage weapons (except staves) much earlier in game through warfare research which offers plenty of upgrades to normal weaponry, while high end staves are only found in the later part of magic research tree which won't be accessible until end game. You have traits
The wisp also doesn't scale in healing power despite it's increasing levels when summoned. Which makes him completely useless mid-late game compared to Ceresa's personal pet which only gets better with more levels as it has access to all spells as sovereign and can cast more powerful versions of those.
What this ability does, let's the wolf move again after you moved once. Is not used for an extra attack. It works fine for me.
Ok here's an idea. Make heroes on each levelup, up to level 10 gain a free skill of their choice (still bound by the skill trees, so you can only fill them up in the order they are linked) in this tab, and one skill which they get to pick in their specialization path. So for example my level 2 sovereign who gets to pick a specialization, say Spellcaster, will also have a talent to spend into general tab, picking initiative for example. At leve
[quote who="Gandalftheredskin" reply="3" id="3351201"] Quoting ElanaAhova, reply 2 some have suggested building the tower of the witch, then mastery, then demolishing the witch. I have never doe it, but wonder if doing so delets the -9 diplo penalty? Just tested this, and destroying the Tower of the Witch does indeed get rid of the penalty, though it seems to take a turn to update. Destroying any of the other parts, including the Forge itse
The thing is, regarding accidentally upgrading from boots of initiative to better defense boots - don't pick the upgraded boots in the unit design window, because you know they are the only pair of initiative boots that are available, and if you want that initiative boost (minor and meaningful in early game, useless later on) then you want those specific boots. The way it works now it gives you full control on which upgrades you want to apply to the unit, and this makes perfect se
Maybe do it like in civ5, nobody can enter inside your borders unless you are at war or sign a treaty of nonaggression / free passage. But I think some changes should be made regarding outposts if that is implemented. Is very easy to "secure" resources or locations especially for Pariden with magic outpost spam and deny other factions access until research for agreements is done and accepted by both parties or DoWs. It's something one must carefully threat t
How about you make each hero automatically advance in the general tab of skills giving you a free selection on each level-up, and you get to pick a skill from your selected path of specialization.
Oh yeah baby! You hit the spot! Now let's not remember the first time I played LH and got a fire mage with burning hands and send him in front of 3 trolls because they were vulnerable to fire and hit the spell saying BURN BABY BURN! MWAHAHAH just to see resist resist resist, SMACK! there flies the wizard! :)
I always hated facing darklings when playing Ceresa since they had very high resist (~42-49% chance to resist) making it a gamble to land any curse / debuff (and no point spamming shadowbolts on a unit with 12 hp to lower the resist) and they have high initiative as well, their wolf riders have high defense (chain missing when swarming them <.<). Even at weak indicator compared to my army they could slaughter a unit or two, which is a good design IMHO, because it gives you an incentive
Actually you can make mages in early game if you have access to crystal (or can trade for it). I am not a mage unit fan, am using archers mainly as ranged source of damage. Mage atk is very low compared to other units available upgraded weapons (including bows and xbows). If we're talking about mid-end game, when units (well group of units) start to pack over 100hp and accuracy easily, where you can add 20% fire cold resist trait and also buff them with another resist spell (for w
Regarding mages and their magic attack. Is weak. VERY WEAK. Even hoarding warg mounted companies of high level mages made in a fortress with 4 essences with the fire dmg city buff (which adds 24 damage to the group) they are weak, their dmg is 50 with the basic ice / fire staves and an amulet with +1 fire or ice damage - made those playing Porcipinee. Compare this to a company of mounted 2h Axe cavalry made in same town with 120 Atk. Yes vs a monster with high defense mages will do ab
Now that we agreed, let's go smack that Troll Shaman group, he's blocking the road and I can't park my horse! :)